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I like the second two as my main orientation is to make the weapon a largely DPS weapon however I’m stuck on the question of whether to take Telling Mark damage or Kick cool down reduction.

My kinnies looked at me in a no-brainer type way, more incoming damage on a DPS Legendary item is a must but thinking when it comes to Moors and PVE raids, surely the Kick cool down interrupt is certainly handy? I also added to the fact that in PVE raids, you most likely have another captain who has telling mark incoming damage and hence forth you can delegate the telling mark to him while you take revealing.

So give your opinions please, I’ll post an image of the weapon later too. I don’t mind changing it to your opinion. Thanks!

(Also, I know as a Captain using a 2H Hammer as a DPS weapon when Halberd and Sword have much favourable stats but I really don't like the look of them and the stat for me isn't something i'll loose sleep over)

I'd like to add that interrupting, as a captain, in PVE raid is pointless too, since we have champs/burgs for that.

Yeah and healers can heal, and tanks can tank... I wouldn't suggest ignoring one of our abilities just because someone else can do it a little better. Most of the worst inductions in the game don't happen more often than 30s, so in spite of 'kick' being an absolutely terrible interrupt, it's still sufficient to get consistent interrupts off.

My suggestion is run SG, don't interrupt anything. See how often you get punted by LM's and Gorothul. In theory... you could've prevented all of those.

Anyway: I have a 1h and a 2h. The 2h is for serious dps and the 1h is for healing or tanking... I put kick cooldown on the 1h.

If you want kick cooldown, drop the crit rating legacy on pressing attack. The first attack on PA apparently can't crit, and if there are multiple mobs around to use PA on then you have double the chance of crit'ing anyway... Do not drop telling mark damage.

Also OP... Well done making a hammer, I have one myself, and it looks way cooler than a halberd.

I like the second two as my main orientation is to make the weapon a largely DPS weapon however I’m stuck on the question of whether to take Telling Mark damage or Kick cool down reduction.

My kinnies looked at me in a no-brainer type way, more incoming damage on a DPS Legendary item is a must but thinking when it comes to Moors and PVE raids, surely the Kick cool down interrupt is certainly handy? I also added to the fact that in PVE raids, you most likely have another captain who has telling mark incoming damage and hence forth you can delegate the telling mark to him while you take revealing.

Since you have resources for a first age, why not add a crystal and get a 4th major? That said, kick seems like a weak option in a main weapon to me. It is pretty rare in any grouped situation that i'm anything other than an emergency back up interrupt, which the 1 minute cooldown works for just fine. But adding in PA targets is a huge win in moors and in many raiding situations (e.g. flight mob swarm)...

INot having telling is fine if you normally will have another captain and they won't make the same choice, as long as you do have a backup plan as the telling mark swamps any personal DPS you can add...

Also OP... Well done making a hammer, I have one myself, and it looks way cooler than a halberd.

Quoted from another great hammer wielding Captain! Heck my name (Tormjolnir) was inspired from the most awesome war hammer ever! Why in this day and age there are damage bonuses for weapon types over others is beyond me. Either make all weapons the same base damage or give me a slayer deed or something to give me 2% to great hammers. It's a shame to, because whoever designs the great hammers/hammers in this game should be given an art award. The great hammers and 1h hammers are the best looking weapons in the whole game!

For the OP forget the kick cool down legacy. It's not that is horrible, but more there are much better legacies to pick. Even if you get a remembrance crystal and add a 4th legacy I still wouldn't suggest using kick cool down. Add to arms duration alongside telling mark damage, pressing attack max targets and either pressing attack crit or devastating blow crit. As has been mentioned you can always add the kick cool down on a swap weapon if you find you really do need it.

I like the second two as my main orientation is to make the weapon a largely DPS weapon however I’m stuck on the question of whether to take Telling Mark damage or Kick cool down reduction.

My kinnies looked at me in a no-brainer type way, more incoming damage on a DPS Legendary item is a must but thinking when it comes to Moors and PVE raids, surely the Kick cool down interrupt is certainly handy? I also added to the fact that in PVE raids, you most likely have another captain who has telling mark incoming damage and hence forth you can delegate the telling mark to him while you take revealing.

So give your opinions please, I’ll post an image of the weapon later too. I don’t mind changing it to your opinion. Thanks!

(Also, I know as a Captain using a 2H Hammer as a DPS weapon when Halberd and Sword have much favourable stats but I really don't like the look of them and the stat for me isn't something i'll loose sleep over)

I would definitely get the Pressing Attack Max Target legacy on your weapon. It's our most powerful weapon legacy in my opinion.

Far as rather to choose between Telling Mark and Kick legacies - generally I find Telling Mark to be more useful, though there are situations where the kick legacy can be very helpful too. So I wouldn't consider either to be a bad choice.

I am not sold on Pressing attack critical if your crit is already near cap. Of course it you are not near cap then of course you should have it on there.

My opinion is that if you can cap your crit without PA/DB crit, it is a very reasonable choice to pick some different gear and/or relics with less crit and add the legacy. Note that you can then pick up other things, like tactical mit, that are very desirable in the moors.

Trying to think it step by step:
-1st major goes to PA max targets, our best weapon legacy.
-2nd goes to TM damage- you can not build a major thinking that your fellowship will have a second captain, and this 2-h must help you solo as well
-3rd major you get to choose between To arms, Kick and Melee skills power cost. To arms swapping once/min is a PITA, but Kick swapping is even worst because when you kick you are in a hurry and you kick twice per minute. Melee skills power costs is good but we are running out of Majors slots and a 2-h usually goes with LtC.
I tend to favor To arms and use a crystal for melee skills power costs.
If i macro kick, i tend to macro it coupled with Grave wound to speed up skill animation on grave wound.

Minors:
Cutting Attack Bleed Damage- this is our main damaging legacy, as the bleed damage increase applies to both cutting attack bleed and grave wound bleed.
Blade of Elendil Damage-our 2nd damaging legacy. Usually i favor the next legacy instead, but in a FA we have enough points to pick this one first.
Finally we have a choice of a 3rd minor, i usually favor Defensive Strike Armour Buff, so i can run with almost capped physical mitigation even while running glass cannon, but a Might/Fate legacy or routing cry damage are also good.

This 5 major weapon does not have armour buff nor RC damage and both legacies are used more often than Kick cooldown when doing DPS or soloing.

Call me nuts, but my first FA symbol went to a heal/tank weapon, as putting PA max targets at max rank was more interesting when going S&B while most 2-h Lis have PA at +4 targets because BoE damage is very expensive.

A true min/max would likely swap/macro both kick and to arms and build something like this:

This build has enough points left to put DPS on rank 3. And you have a free slot for a Stat legacy later if you get a Crystal of remembrance. Or you can go use this last slot for Routing cry damage like this.

I am resurrecting the thread because i realized that some of my ideas are bad after all.
Major legacies:
-Pa max targets
-TM damage
-??

I no longer advocate Melee skills power cost for a FA 2h.
Not only because when in LtC we rarely run into power issues but also because Fate legacy replaces skills power costs with the advantage of not having to expend points in the process.

Minor legacies:
-CA bleed damage- still best DPS legacy
-DS armour buff- feel free to pick Might or Kick instead. Technically DS can go on a buffstick but its not something that you see often
-BoE damage- 2nd best DPS legacy
-Fate- ICPR + crit

Crystal legacy
-choose between Kick or Might legacy.

I finally realized that people that macro to arms are likely correct. You only hit To arms once every minute, and hitting to arms is rarely an emergency. So i removed To arms from my idea. I am still uncomfortable with macroing kick, because kicks are emergencys, used twice per minute. For those that think that macroing kick is feasible there is always the option to use Might legacy instead.
Final FA 2h build looks like this.

A few comments on why i don't like other legacies:
-Melee power and Cry power> Fate legacy partially replaces ICPR and gives crit. Power not an issue while going 2h.
-DB crit and PA crit> crit is capped for most players with access to a FA 2h
-Rc damage- too little damage
-Morale from MS, tactics buffs and Make haste- these belong in a buff stick.

I am ressurection the thread because i realized that some of my ideas are bad after all.Major legacies:-Pa max targets-TM damage-??I no longer advocate Melee skills power cost for a FA 2h. Not only because when in LtC we rarely run into power issues but also because Fate legacy replaces skills power costs with the advantage of not having to expend points in the process.Minor legacies:-CA bleed damage-DS armour buff-BoE damage-FateCrystal legacy-choose between kick or Might legacyI finally realized that people that macro to arms are likely correct. You only hit To arms once every minute, and hitting to arms is rarely an emergency. So i removed To arms from my idea. I am still uncomfortable with macroing kick, because kicks are emergencys, used twice per minute. For those that think that macroing kick is feasible there is always the option to use Might legacy instead. Final FA 2h build looks like this. [URL]http://lotrotools.mmorsel.com/lispender?li=1112&lg=l204:69;l 216:69;l220:69;l240:69;l244:65 ;l286:69;l020:63;bin:12;&x=1[URL]

Yeah, if you're going to macro either Kick or To Arms I'd say To Arms is definitely a lot easier to manage. I personally havent bothered with To Kick cooldown at all because I so rarely find that I need it.

I do wonder why you would pick DS armor over Might legacy though, the extra armor is what, -2% or -3% inc physical damage? I wouldn't say it's of much use unless you're tank.

for a swap-stick, do you also need 10% Telling Mark on that? isnt it adjusted when you switch weps with the mark on a target?

i finally got a 1st age wep last night. 2hnd sword. I went with PA Targets, Telling Mark, To Arms, and PA Crit as my majors. i had so many points that i was actually able to put Tactics:RA on there too! im sure some would feel that a might leg or something else would serve better, but its some 80+ more crit rating for everyone in the group. i feel that eeks out the 500 tact/phy mastery, as i focus more on helping the group than myself. i dont crunch the numbers and coupld be wrong. my style.

"I am always serious; I am never serious." -Me
"I make the most outrageous and exaggerated statements of any man to ever live, has ever lived, or that will ever live." -Me

IIRC, Telling Mark does drop to 5% if you take off your LI with the legacy. So if you really want to be optimal, you need an LI for when you're the Captain doing Telling Mark and an LI for when you aren't.

Cainwen Ciaphas, Captain of Crickhollow, HERO OF MIDDLE EARTH!!!
I will not be pushed, filed, stamped, indexed, briefed, debriefed, or numbered! My opinions are my own!